Standard RPG Items

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This is basically a list of the generic item types you'll find in a CRPG;

An item to cure each of the Standard Status Effects. This includes antidotes for poison, cures for paralysis, cures for sleep (although most games allow sleep to be cured if the victim takes damage), cures for being turned to stone and so on.

An item which curesallstatus effects. Usually rare and/or expensive at the start of the game, but becomes trivially easy to stockpile by the end.

An item which heals Hit Points. See Heal Thyself, Healing Potion and Health Food for examples. There may be progressively more powerful versions of the item, to be useful at higher levels of the game. This may go for two or three tiers, up to an item that heals all hit points.

Examples of individual status effect cures

For the major status effects, there are: Antidote for poison, Awakening for sleep, Paralyze Heal for paralysis, Ice Heal for freeze, and Burn Heal for burn. There are also Full Heals and some foods like berries or cookies that remove status conditions.

Ethers, Elixirs, Max Ethers, and Max Elixirs to restore Power Points (a.k.a. mana), which can usually only be found rather than bought.

Revive to revive a fainted Pokemon to half of full health and a rarer Max Revive to fully restore a fainted Pokemon's health. There is also the once-per-game Sacred Ash that revives every Pokemon in a player's party.

Vitamins that give permanent boosts to a Pokemon's Effort Values (stats), as well as Rare Candies which instantly level a Pokemon up.

In-battle items that temporarily multiply a Pokemon's stats.

Repel, Super Repel, and Max Repel to ward wild encounters off.

Escape Rope to instantly exit a cave or dungeon.

Generations after the first include berries which can be attached to Mons, to activate as soon as they are needed. And introduced in gen III are herbs which activate when needed and remove a variety of the minor side effects (e.g. infatuation or reduced stats).

Some of these items toggle a Standard Status Effect. Using such an item on a character without that status will give them the status. Occasionally this will be useful, or even mandatory. III, notably, has some rather infamous dungeons that require your entire party to have Mini status.

Status-toggling items can usually be used on the enemy as well, making them useful both for curing your characters and for attacking.

The Dragon Quest series has antidotal herbs, which cure poison, and moonwort bulbs, which cure paralysis. Dragon Quest VIII and Dragon Quest IX added upgraded versions of these items that restore HP in addition to curing these status ailments.

The first Shadow Hearts features different and sometimes esoteric curative for each one status ailment found on the game, such as Mermaid's Tears that cured poisoning and Angel's Feathers that cured paralysis.

The Lufia series has unusually-named variants of these, such as Shriek for awakening a sleeping teammate, or Mystery Pins for undoing petrification.

In NetHack using a unicorn horn will cure all status effects except for polymorphing, lycanthropy, delayed petrification and delayed turning-into-slime. However, any individual use of a horn isn't guaranteed to work, so having a unicorn horn isn't proof against status effects causing a game over.

EarthBound has Refreshing Herbs, which cure most status ailments. Secret Herbs, Cups of Lifenoodles, and Horns of Life, although usually used to revive unconscious characters, can also cure pretty much every status ailment in the game.

Limes in Dubloon. They aren't even as necessary since status ailments are cured instantly after a battle.

Unlike the first game, both Shadow Hearts: Covenant and From the New World only has one item called Soul Benediction that cured all status ailments. We also had Phoenix Tails that cure all ring abnormalities.

The Legend of Heroes: Trails in the Sky has an unusual variant where all of the curing items (except one) cure multiple status effects. Insulating Tape cures mute; Purging Balm cures poison, seal, and blind; Softening Balm cures freeze and petrify; Smelling Salts cure confuse, sleep, and faint; and Curia Balm cures all status effects. They also each restore 100 HP. There is also an item (not found in the first game) called an S-Tablet that cures status debuffs. Some food items also cure various status effects in addition to healing.

Examples of spell replicating items

The Elder Scrolls goes as far to allow the player to make their own in the form of enchanted weapons and potions.

Skies of Arcadia has boxes that cast spells. Rather than having a number of charges, boxes have a chance of breaking every time they're used.

Technically, however, many items in the game fall somewhere between this and the standard restoration categories. Basic healing crystals cast the same spell on the target as the basic green magic spell and both always heal 500 HP. Same goes for status effect crystals/spells and kind of for revive crystals/spells except the spell has a 50% failure rate while the crystal doesn't.

Pokedolls (from Pokémon, natch) have the same effect as Teleport. The equippable item Smoke Ball guarantees an escape from battle if the Pokemon holding it is battling. Also, the X-stat items mimic stat boosting moves and the dire hit mimics focus energy.

In Roguelike games wands and scrolls replicate the functions of many spells.

Examples of usable weapons and equipment

Most weapons/items with an Elemental Affinity in Shining Force (Also Halberds). However, using them too many times would cause the weapon to destroy itself. Fortunately, the game would warn you when the weapon was on it's last use, and you could have it repaired.

Every object in Phantom Brave. Not just weapons, but loaves of bread, vases, rocks, trees, fish, clumps of grass, crates, and more. Otherwise, the game pretty much averts this trope with no inventory items at all.

A wide variety of drugs in the Fallout series could increase various stats, with a chance of addiction and withdrawal. Drug use also results in temporarily decreased stats after the effects wear off, even if you don't become addicted.

Holy water in Darkest Dungeon buffs resistances to bleed, blight, stuns and debuffs for three turns. The Blood serves to buff up heroes with the Crimson Curse, in different ways depending on how bad the curse is acting up.

Aversions

SaGa Frontier has no revive item, as the mechanics of the game mean downed characters can be brought back by normal healing. However, there are special Items that can restore Life Points on the spot.

Similarly, the Disgaea series has no revive items or even spells. You have to pay a healer between battles (This also means a measure of redundancy in your force is recommended, in case someone gets killed in an Item World run).

The Elder Scrolls series tends to have diverse items; although potions are most often of the restoring kind, it's possible to create potions and enchanted items with (almost) any effect, provided you can find 2 (often rare and expensive) materials with the same effect (and such a pairing may have a negative effect appear twice, applying it to the potion), down to summoning an Infinity +1 Sword from Hammerspace.

Or increasing your intelligence (and thus ability to make potions) then drinking it and making another and so on, until your potions are Game Breakers.

This is capped in Oblivion, so you can't get something completely gamebreaking... just mostly. Unfortunately a couple of effects (Vampirism, and the Conjuration school spells) are gone from the alchemy lists in Oblivion.

In Devil Survivor and its sequel there are zero items to be had. Battles tend to be pretty short and if you don't have any demons or humans with skills to heal the damage and ailments too bad.

Xenoblade has only one category of usable items — those which change the party's Relationship Values. Healing and buffing can only occur during battle, or the automatic regeneration of health between battles. So, if you ran into a trap with little or no healing on your chosen threesome...

Subversions

Final Fantasy XI has many of these items, but after about ten or twenty levels the effectiveness of most of them are too small for the cost and inventory space to justify using besides healing Standard Status Effects, and the other ones that are worth using are either drops from endgame monsters or stupidly expensive to craft, making those last resorts only. Worse still, using many of these items invokes the universal cooldown timer for a few precious seconds, preventing you from taking any action aside from continuing to auto-attack. Oh, and Phoenix Downs? They don't exist. Alchemy Needs More Love.

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